#version 330 core
varying vec3 v_Color;
varying float v_ElapsedTime;
out mediump vec4 FragColor;
uniform sampler2D u_TextureUnit;

void main(void)  {
    vec2 textureCoord = gl_PointCoord;
    FragColor = vec4(v_Color / v_ElapsedTime, 1.0f)
             * texture2D(u_TextureUnit, textureCoord);
}
